2020
Ramírez-Moreno, Carlos; Leorke, Dale
Promoting Yokosuka Through Videogame Tourism: The Shenmue Sacred Spot Guide Map Book Section
In: Leorke, Dale; Owens, Marcus (Ed.): Games and Play in the Creative, Smart and Ecological City, pp. 38-63, Routledge, 2020, ISBN: 978-0-367-44123-4.
Abstract | Links | Tags: Contents tourism, Game studies, Tourism, Urban studies
@incollection{Ramírez-Moreno2020,
title = {Promoting Yokosuka Through Videogame Tourism: The Shenmue Sacred Spot Guide Map},
author = {Carlos Ramírez-Moreno and Dale Leorke},
editor = {Dale Leorke and Marcus Owens},
url = {https://trepo.tuni.fi/handle/10024/130111},
doi = {10.4324/9781003007760},
isbn = {978-0-367-44123-4},
year = {2020},
date = {2020-12-31},
urldate = {2020-12-31},
booktitle = {Games and Play in the Creative, Smart and Ecological City},
pages = {38-63},
publisher = {Routledge},
abstract = {Regional and local governments have long recognised the potential for films, television shows, novels and other media texts that are set in their city or country to attract tourists. Although there is a wealth of scholarship on how real-world locales are represented in digital games, scholars have to date largely overlooked the potential for videogames to likewise attract fans and ‘pilgrims’ to the locations in which they are set. This chapter addresses this gap through the case study of Yokosuka in Japan, which has recognised the cult classic videogame Shenmue (1999) as a drawcard for tourists and fans outside the city. Through its sacred spot guide map, Yokosuka officials provide a guide for tourists seeking to visit locations depicted in the game that contrasts their fictional and real-world counterparts and invites visitors to explore the city’s spaces through affiliated promotion campaigns. Drawing on an analysis of the guide map, an interview with its creators and field observation in Yokosuka itself, we examine the potential for the guide map and other forms of city-funded videogame tourism to put cities that are otherwise overlooked in travel guides and reviews figuratively ‘on the map’ and to boost their local economy.},
keywords = {Contents tourism, Game studies, Tourism, Urban studies},
pubstate = {published},
tppubtype = {incollection}
}
Regional and local governments have long recognised the potential for films, television shows, novels and other media texts that are set in their city or country to attract tourists. Although there is a wealth of scholarship on how real-world locales are represented in digital games, scholars have to date largely overlooked the potential for videogames to likewise attract fans and ‘pilgrims’ to the locations in which they are set. This chapter addresses this gap through the case study of Yokosuka in Japan, which has recognised the cult classic videogame Shenmue (1999) as a drawcard for tourists and fans outside the city. Through its sacred spot guide map, Yokosuka officials provide a guide for tourists seeking to visit locations depicted in the game that contrasts their fictional and real-world counterparts and invites visitors to explore the city’s spaces through affiliated promotion campaigns. Drawing on an analysis of the guide map, an interview with its creators and field observation in Yokosuka itself, we examine the potential for the guide map and other forms of city-funded videogame tourism to put cities that are otherwise overlooked in travel guides and reviews figuratively ‘on the map’ and to boost their local economy.
Leorke, Dale; Owens, Marcus
Games and Play in the Creative, Smart and Ecological City Book
Routledge, 2020, ISBN: 978-0-367-44123-4.
Abstract | Tags: Creative cities, Game studies, Play, Smart city, Sustainability, Tourism, Urban policy, Urban studies
@book{Leorke2020c,
title = {Games and Play in the Creative, Smart and Ecological City},
author = {Dale Leorke and Marcus Owens},
isbn = {978-0-367-44123-4},
year = {2020},
date = {2020-11-16},
publisher = {Routledge},
abstract = {This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history.
},
keywords = {Creative cities, Game studies, Play, Smart city, Sustainability, Tourism, Urban policy, Urban studies},
pubstate = {published},
tppubtype = {book}
}
This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history.
